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On October 26 2011 09:44 DreamChaser wrote: Blizzard still isn't going to fix my graphics problem...maybe its just unlisted....or maybe i'll continue playing games were i feel like im playing a game from 1990 thats cool whatever blizzard.
Are you sure it's not just your computer - -
On October 26 2011 09:44 diLLa wrote: What some people don't get is that terran actually doesn't need the EMP to actually kill stuff
Pure MMM in late game TvP just melts, ghosts are pretty much a necessity later... as are vikings for colo.
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These changes are pretty snazzy. Who knows what the ultimate outcome of just a little cheaper shields will bring? Or the reduction on the plus 2 armor/ attack for that matter? The change in EMP is sweeeet! Can't wait to see this implemented or some similar EMP fix to address the Protoss' woes.
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I'm curious whether or not they will add .5 or 1 range to EMP as the timing window to get it off on templars in time is really really tight now.
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I actually prefer a radius nerf to a range nerf. In a major engagement, EMPs are gonna be blanketing your army no matter what, even if the range is decreased because just about no one is fast enough to neutralize 6-10 ghosts with feedbacks before they drop. Radius decrease means at least a good portion of your army won't get all their shields blasted away instantly.
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triple forge upgrade build incoming.
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On October 26 2011 09:46 chasfrank wrote: I'm curious whether or not they will add .5 or 1 range to EMP as the timing window to get it off on templars in time is really really tight now. That's how it's supposed to be. You shouldn't be able to get an automatic win in the EMP vs Feedback war.
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On October 26 2011 09:46 Stanlot wrote: I actually prefer a radius nerf to a range nerf. In a major engagement, EMPs are gonna be blanketing your army no matter what, even if the range is decreased because just about no one is fast enough to neutralize 6-10 ghosts with feedbacks before they drop. Radius decrease means at least a good portion of your army won't get all their shields blasted away instantly.
There are actually a couple people in this thread that think it WAS a range nerf. Derp. You can still blanket the front/middle of a toss army with ease.
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On October 26 2011 09:44 diLLa wrote: What some people don't get is that terran actually doesn't need the EMP to actually kill stuff, which a lot of them claim. Terran already has insane dps on stimmed marines and marauders. An EMP + stimmed bio is SICK damage, and protoss couldn't do shit about it in a proper way.
Getting rid of energy at an HT is the same as killing it when it comes to battles, not even mentioning the fact it halves the hp of pretty much every unit protoss has. I'd rather have a spell instant half the bio HP, than a feedback or storm.
And then I ain't even including the fact it has cloak, can nuke and does have a standard attack too.
It's a good change imo.
You do have a combination of spells that do that. Stim + even 1 tick of storm = 30-40 damage, ~32-50% of the health of my bio ball.
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They didn't buff toss enough, this is miniscule
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This is so disappointing as Zerg; Protoss already get to chronoboost their upgrades now their gonna get cheaper chronoboosted upgrades. Thus spells doom vs Zerg. Protoss upgrades are way more beneficial To a Protoss army than zerg upgrades are to a zerg
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I wonder how this patches affect professional players. For us (and I mean people that dont earn their living playing Starcraft) patches dont really change our lives. But how about the pros? They play games worth thousands of dollars, where a .5 change in radius can really change their careers and their lives. Blizzard has a very big responsibility when they change the game, and every day that passes as the game grows bigger their responsibility is greater.
I believe when they patch the game they consider mostly how balance is in the profesional scene, not some mid masters players on the ladder.
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On October 26 2011 09:43 Cloud9157 wrote:Show nested quote +On October 26 2011 09:34 jazzman wrote: You do realize that EMP can still take 40% of a colossus HP bar right?
Lets see what feedback can do: Instant kill: Banshee, medivac, ghost Deal 200 damage to Thor/BC Want to know why Terran only go bio vs P? Because every other unit is useless and a liability. EMP your Thors/BCs.
Ghosts outrange HTs. Send one in to feedback as many as it can? Have 2 snipes. Banshees are utterly useless except for harass or 1/1/1. They're rarely even used in large numbers in a macro game. Medivacs I'll give you. You overlook the fact that HTs are slow as hell and can be seen coming from a mile away. Send 3 or 4 units in to kill it, gg.
Derp, thats what we did in beta and blizz made cannons on cd instead of mana on thors ( dont get me started as why a fucking machine shouldn't have mana) for that exact reason. Not only that, but it's retarded to have to cast an emp on your own army.......... And yeah, on your second point. Sacking 4ish marauders or what have you to POSSIBLY kill 1 HT isn't cost effective in any way shape or form.
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On October 26 2011 09:47 VirgilSC2 wrote:Show nested quote +On October 26 2011 09:46 chasfrank wrote: I'm curious whether or not they will add .5 or 1 range to EMP as the timing window to get it off on templars in time is really really tight now. That's how it's supposed to be. You shouldn't be able to get an automatic win in the EMP vs Feedback war.
Exactly. Ghosts beat HT every time, they could even nerf the range of EMP to match the range of feedback. Then it all comes down to who gets their spell off first
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On October 26 2011 09:47 ayaz2810 wrote:Show nested quote +On October 26 2011 09:46 Stanlot wrote: I actually prefer a radius nerf to a range nerf. In a major engagement, EMPs are gonna be blanketing your army no matter what, even if the range is decreased because just about no one is fast enough to neutralize 6-10 ghosts with feedbacks before they drop. Radius decrease means at least a good portion of your army won't get all their shields blasted away instantly. There are actually a couple people in this thread that think it WAS a range nerf. Derp. To be fair, it's an "effective" range nerf since it dropped from 12 to 11.5
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mannnnnnnnnnnnnnnnn toss already get mass quick upgrades cuz they're awesome, now they'll be able to afford tech at the same time.
Brutal!
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i would prefer to decrease emp range instead of radius, to make it a fair micro battle between emp and feedback.
not sure how/if the upgrade cost reduction has any influence at all. its not like these are big amounts at the time of the game when you have 1/1 done.
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On October 26 2011 09:48 TerribaDD wrote:Show nested quote +On October 26 2011 09:47 VirgilSC2 wrote:On October 26 2011 09:46 chasfrank wrote: I'm curious whether or not they will add .5 or 1 range to EMP as the timing window to get it off on templars in time is really really tight now. That's how it's supposed to be. You shouldn't be able to get an automatic win in the EMP vs Feedback war. Exactly. Ghosts beat HT every time, they could even nerf the range of EMP to match the range of feedback. Then it all comes down to who gets their spell off first
If they nerfed the range, I think most people would agree that the radius could stay at the original 2. Seems pretty damn fair to me.
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On October 26 2011 09:49 VTPerfect wrote: tripple forge <3
I think you're on to something.
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Weird changes for the upgrades. I mean, there's no real problem in PvT late game right? So making upgrades cheaper, I don't really get it. Especially since these differences are so weak when reaching 2-2 upgrades (at least 3 bases). The shield changes make sense though. Nice archon buff.
As for the EMP nerf, FINALLY.
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